Tag Archive: microsoft


Release dates for Quantum BreakSunset Overdrive, and the new Halo title may be revealed alongside unannounced exclusives during this year’s E3 briefing, according to tweets from Microsoft’s Phil Spencer.

“We will have announces [sic] in 2014, already working on the plan,” Spencer said in response to fan queries over Twitter yesterday concerning Xbox One exclusives, spotted by OXM. “I want to have a great E3 this year.”

A more definitive statement came, however, after another fan then asked about release dates for the already announced exclusives Quantum Break, Sunset Overdrive, and the next chapter in the Halo series.

“Most of those will be clear to fans by the end of our E3 briefing,” Spencer replied.

So what could Microsoft have up its sleeve to wow gamers this year? Safe bets might include Crackdown 3 and a new project from Epic Games, but that’s just speculation on my part as of this point.

As for release dates, I think most will be shocked and disappointed if all three of those games (Halo 5, Quantum Break, Sunset Overdrive) don’t drop by the 2014 holiday season.

E3 2014 is being held once again this year at the Los Angeles Convention Center from June 10 through June12. Microsoft’s E3 briefing is traditionally the day before the show officially starts, which would be June 9 this year.

China has temporarily lifted their ban on foreign consoles, the BBC reports. Nintendo, Sony, and Microsoft will now be able to build their consoles in a designated free trade zone in Shanghai, where Chinese government officials will then inspect the consoles before they are allowed to finally go on sale.

Back in September 2013, the Chinese government announced its intentions to lift the ban, but no one knows how long its current suspension will last. Many speculate that the announcement and subsequent lift are the byproduct of an economic slowdown in China after years of rapid growth.

Another theory is that this policy change—possibly serving not only as the next step in China’s globalization, falling in line with other, wider economic reforms and liberalization in recent years—could be a response to the illegal gaming trade.

The ban was first instituted in 2000, with Chinese officials growing concerned about the effects of games on young people. Since then, Chinese gamers have had to acquire consoles via black market exchanges, which remains active and thriving despite governmental attempts to hinder it. Even with a gaming black market, most people in China have simply turned to PC gaming, which reportedly comprises two-thirds of the estimated $13 billion dollar market that China represents.

No matter the reason behind it, the question now is how Sony, Nintendo, and Microsoft will take advantage of this lift respectively, and what it means if and when China decides to re-institute it.

“We recognize that China is a promising market,” Sony told the BBC after the news broke. “We will continuously study the possibility, but there is no concrete plan at this stage.”

Carving out a decent slice of a $13 billion dollar market could easily offset any initial losses caused by setting up shop there. But if the ban were to come back down quickly, this potential new branch could prove to be a costly error, something The Big Three are surely considering.

Should one, or all of the big companies decide to make a play here, though, Sony and Nintendo’s proximity to China provides an obvious advantage. Others believe that Microsoft, based on its history outsourcing hardware, could be in the best position. In theory, they could quickly team up with a third-party electronics contractor to set up shop in Shanghai and start producing the consoles. Either way, this could mark a significant day in the gaming industry’s economic history if China decides to keep its shores open.

Getting off-track

Before last week, if I had to make a bet on which game would be the strongest overall release during the next-gen console launch, Forza Motorsport 5 would’ve been my pick. You’ve got a first-party developer in Turn 10 Studios with a well-established pedigree and a ton of past success, plenty of time between entries (Playground Games was the primary studio behind last year’s spin-off, Forza Horizon), and excellent access to the Xbox One hardware. But, as is often the case when I gamble, I’d have been walking away from that table a poorer man.

Forza Motorsport 5 feels like the extended demo of an incomplete game. It looks great, it sounds great, the cars all handle wonderfully, and the physics are absolutely phenomenal. But after a couple of hours, I realized there weren’t nearly as many cars as previous years and barely a dozen tracks–with classics like Nürburgring and Suzuka­ notably absent–which got very old very quickly. The new features like Drivatars and an expansion of the relationship with the BBC’s Top Gear are both welcome additions, but the game just feels unfinished.

Now, I know that the tracks that are here have been completely remodeled for greater detail, along with the 200 cars in the game (compared to 500 at launch for Forza 4, mind you) so that they can all be seen in Forzavista, and 60 more cars are coming down the line via DLC, but Forza’s always been a series that provided a lot of content for gamers right out of the box. It looks great on next-gen, but quite honestly, I couldn’t care less about the damn upholstery of a Honda S2000 if it means I’m losing out on actually racing several other cars because of it. By providing such a small selection of racing locales and cars in Forza 5, it feels like Turn 10 is banking on players falling in love with a vehicle, drooling over the interiors, and tuning it up and down the class ranks while taking on the game’s various championship series.

Speaking of the championships series, Forza’s Career mode has been changed considerably, and not for the better. Instead of working your way through different racing tiers over the course of several calendar years, all the championship series in Career are unlocked from the start as long as you can afford the cars necessary to race in them. You’re given enough credits for your first car in the first series, and where you go from there is up to you.

I appreciate Turn 10 allowing us to have more choices in the way we compete, but they’ve taken away much of the value of Career mode in the process. Forza no longer offers bonus rewards for finishing a series. You don’t even get a new car anymore—since so few cars are featured in the game, they can’t afford to give them away, after all. So, by making you have to pay for all the cars—either via the game’s real-world money-exchange system or digital cash earned by racing—you’re more likely to keep playing (or paying) to flesh out your collection with different car types to take on different series, since the game itself won’t reward you for your skill. Nearly all sense of accomplishment has vanished. You don’t even need to get first place in most races, just finish in the Top 3 to get the most XP and credits.

The counterpoint to all this, I admit, is that Forza 5 offers more championship series in Career than any previous entry. Forty are available in all, including many classic car and exotic options. But with only a dozen tracks, you’re driving the same courses hundreds of times if you want to beat Career mode. This option—once one of the biggest draws of the franchise—now sees you literally driving around in an unending loop, and it’s a shell of its former self.

Despite this major issue, Forza 5 isn’t a burned-out clutch of a driving game—and a few new welcome features show why this is still a racing franchise to be reckoned with. The new Drivatar aspect is a nice way to earn credits offline, since your digital imprint can travel to your friends’ single-player modes, and it only takes three races before the game can make a general outline of how you drive. Obviously, the more you drive, the more detailed the profile can get, and the better decisions it can hopefully make. The idea of racing 15 of your friends at any given time instead of just ghosts or randomly generated computer cars does instill a little greater sense of competition.

Also, Forza 5’s expanded relationship with the BBC’s Top Gear definitely adds to the enjoyment. Not only do hosts Jeremy Clarkson, Richard Hammond, and James May provide humorous dialogue introducing every championship series, but the game also includes Top Gear challenge races. Not every championship series has them—and they’re unfortunately few and far between—but they’re the most entertaining objectives, hands down. Whether it’s racing against the digital cousin of the Stig or using your car to knock over giant bowling pins on the show’s famous test course, the tiny bit of diversity in Career mode comes right here.

In fact, I almost wish there were an entire mode—if not an entire racing game—devoted to Top Gear after seeing how Turn 10 seamlessly implemented the show elements into Forza 5. While the game offers a few other challenge types that don’t feature the Top Gear brand (like passing challenges or racing on a track with pedestrian traffic), much like the regular circuit races, they grow old quickly.

I look back at the Forzas that have come before, and I can’t help but wonder if the ever-growing push for interconnectivity is part of the reason why the Career mode is so sparse here. Just like in all Xbox One games, you can take screenshots and videos of your exploits and upload them to the Forza community, along with custom paint and tuning jobs. The multiplayer is a direct extension of the single-player, where you can race whatever cars you’ve earned against your friends in head-to-head competition—but if you all can’t agree on the car tier, you may have to pony up some cash to buy a new one, since maintaining a diverse garage is far harder now.

But when you finally do get on a track, Forza Motorsport 5 maintains the tradition of providing great control along with some stunningly realistic graphics. For all my complaints, this is still Forza, and the actual act of zooming down a virtual raceway is still top notch. The issue is simply this: When you slap down $60 for this game (and possibly another $50 for the DLC Season Pass), you’re not getting nearly as much out of it as you did with previous entries. Career mode has been unnecessarily dumbed down, and the lack of tracks gets boring fast, overshadowing the game’s positive additions like Drivatars and the still-stellar racing mechanics. If you’re in it for the social features, the multiplayer, and just plain driving, then this is still a solid pickup, but if the new grind of Career mode isn’t what you’re expecting, then you should steer clear.

Developer: Turn 10 Studios • Publisher: Microsoft Studios • ESRB: E – Everyone • Release Date: 11.22.13
6.5
Forza Motorsport 5’s Career mode is a shell of its former self, giving little reason for players to keep coming back. Couple this with a dismal launch lineup of cars and tracks, and this is a surprising step backward for the Forza franchise as it helps kick off Microsoft’s next-gen console.
The Good One of the best looking and handling next-gen games; the Top Gear cross-promotion fits seamlessly into the experience.
The Bad No sense of accomplishment in Career mode; an obvious lack of tracks and cars at launch.
The Ugly Laguna Seca’s corkscrew turn.
Forza Motorsport 5 is a Xbox One exclusive.

The stuff legends are made of

Fable fans have waited three years for a proper return to Albion, and they’ll finally get a chance with Fable Legends, which I got to see firsthand on the Gamescom show floor.

Keep in mind, however, that what I saw simply scratched the surface. By the sounds of it, Legends is far from anywhere near complete. If I had to hazard a professional guess, a holiday 2014 release date would be optimistic at this point.

From what I was able to gather from the reveal—as well as a 10-minute demo further illustrating basic game mechanics—Legends will be a throwback to the era of the original Fable, where heroes were plentiful and it seemed that almost anyone could channel strength, skill, or will. Unlike heroes of the past games, however, players will choose from one of several pre-determined warriors who specialize in one of these three pillars of Fable combat. This is a drastic shift away from the customization for which Fable is known, and even if you’re able to create your characters, limiting their abilities might make longtime fans wary.

The major reason for shifting away from one-size-fits-all characters? Legends is designed around four-player co-op. Either with three friends, three AI characters, or a mix of the two, players will always be traveling with a pack of heroes in order to quell the coming threats to Albion.

Whether these quests will be individual adventures or be part of an overarching story is yet to be seen, but I think the latter’s less likely. A level-summary screen popped up at certain points in the demo, which seems to indicate that each specific quest will stand on its own. This would also fit the idea of players taking on a collection of legends from Albion’s past instead of going on a new adventure with semi-fleshed-out characters.

Not everything will be foreign to returning players in Legends, though. The game will still feature a central town that will host the same manner of minigames that have become staples of Fable, such as blacksmithing or chicken-kicking. It’s not clear yet whether this will serve as a hub world where you can recruit other heroes on your adventuring ways, almost like a MMO.

But it’s not all about being a hero—a unique gameplay twist in Legends is that players can now choose to be the villain. This core evildoer will look at the game from a RTS perspective and plant Hobbes, Balverines, and other manner of foes in the heroes’ way and will gain XP and gold depending on how well their defenses hamper the heroes’ progress.

As much as Fable Legends worries me in regards to story, gameplay, and every other key feature, I’ll admit that it does looks really nice on the Xbox One. The demo provided a level of detail on my favorite fantastical creatures like never before—and, if nothing else, Lionhead has shown that they can definitely tap into the power of Microsoft’s upcoming console. Since the game’s still more than likely at least another 18 months out, there’s plenty of time for Lionhead to work out the kinks. That’s the Microsoft way now, after all, isn’t it?

The longest journey begins with a single step

There are a lot of great Kinect games out there—exercise games, dancing games, even some iOS ports—but the hardcore audience is sorely underrepresented on the peripheral. Long have the hardcore waited for a game for the Kinect that could give them an experience similar to what they would get with a controller in terms of enjoyment. And I think, finally, they may have found one in Fable: The Journey.

Fable: The Journey is set 10 years after the end of Fable III. The hero of Fable III went missing a few years prior; Albion is in shambles because of it, as those who would prey on the weak have gone unchecked and an ancient evil has begun to sow it seeds once again. As chaos reigns in the cities of Albion, though, a group of nomads who skirt along the edges of the countryside avoid most of the insanity by keeping to themselves and taking care of each other. Here, among this group of wanderers, players take control of Gabriel, the slacker of this cabal with his head in the clouds who dreams of the days when there were still heroes. Little does he know that his dreams are about to become a reality…

After becoming separated from the caravan when he oversleeps, Gabriel soon finds himself on the most epic of journeys in order to get back to the only family he’s ever really known. Shortly after he starts his trek, though, he picks up a certain blind hitchhiker along the way who reveals to him that the old age of heroes, where they were born, is dead and that a new age of heroes, where they are made, is about to begin.

The most impressive thing about this game—and this should please Fable fans tremendously—is the story. By adding a new take on the original three Fable games’ story, as Theresa tells things from her point of view along the way, you see now how they all tie together as the story progresses. This brings closure to the last few loose ends of those great tales while also setting the foundation for a brand-new epic down the line. With tremendous voice acting, a script that maintains a dark humor throughout, and a plot that’s more than worthy of the original trilogy, Fable: The Journey’s story will suck in fans of the franchise and won’t let them go.

A great story cannot cover up this game ‘s fatal flaw, though. Unfortunately, like the few other Kinect hardcore games, when you boil Fable: The Journey’s gameplay down to its foundations, it’s really just an on-rails arcade shooter that you control with your hands. You’re forcibly dragged through a large chunk of Albion on your cart, pulled by your lovable horse Seren, and it can understandably get tedious at times, especially when the humorous banter of Theresa and Gabriel dries up. There are some mini-games that break it up occasionally, but even these can become repetitive and after a while. All you really want to do is get as quickly as possible to the next area where you blast franchise mainstay bad guys likes Balverines, Hollow Men, and Hobbes, as well as a few new bad guys produced by the Corruption exclusively for this game.

Aside from the repetitiveness, though, this really is one of the more polished Kinect games out there. The sensor actually picks up your arms when you try to throw fireballs or perform any of the other spells Gabriel learns along his adventure, which, if you play with the Kinect with any sort of regularity, you know is a big accomplishment. There is also some replayability to the game with a full-blown arcade mode alongside the main campaign where you can play through certain segments of each level again and attempt to hit high scores and chain together combos. Combine all this with graphics that just might make this the best looking Fable game yet, and all I can is that if you’re a Fable fan with Kinect, The Journey is a must-have.

SUMMARY: A great story that Fable fans will absolutely eat up, but some long stretches of lonely road keep this from being an absolute must-have for every Kinect owner.

  • THE GOOD: The deepest, most complete story for a hardcore Kinect game yet.
  • THE BAD: Riding in a caravan is about as much fun as you’d think…as in, not fun at all.
  • THE UGLY: Everything the Corruption touches.

SCORE: 9.0

Fable: The Journey is an Xbox 360 exclusive. 

What a wreck

Continuing on with the Xbox’s Summer of Arcade promotion is the one required Kinect title of the group: Wreckateer. Best described probably as a 3D Angry Birds clone, Wreckateer sees you play as an up and coming trainee in the lucrative world of…well…wrecking. 60 Goblin infested castles await you and your Scottish-accented trainers as you have been tasked by your king to clear the land of these green, smelly little hellspawns. And, of course, the only way to do that is to destroy the castles they now call home and send them packing.

The controls for the game are simple, and as proven with many Kinect titles in the past, the more simple the controls for the sensor to pick up, the better. All you have to do with Wreckateer is walk a step forward to grab your ballista launcher, step backwards to ready it, turn to aim, and spread your arms out to let go and let buck shot fly, hopefully demolishing all in the shot’s path. And so yes, the controls for Wreckateer actually work and don’t require constant recalibration like some other motion control games, and their simple appeal make them perfect for gamers of all ages.

The only other motion you have to worry about is raising your arms above your head to activate the special abilities of some of the shots you can use. With six special shots in all ranging from the lift shot, which you can boost in mid-air up to three times, to the split shot, which breaks up into four smaller pieces and scatters its chaos across the screen, the game has a bit of strategy to it in that looking ahead and saving certain shots for certain targets is critical to reaching the best score possible. And only by medaling with at least a bronze high score, can you advance to the next castle.

Unfortunately, even with the controls of the game being as solid and as responsive as they are (for a Kinect game anyway), the game play itself loses its appeal rather quickly. I love blowing stuff to kingdom come as much as the next guy, but 60 castles was a bit much to be standing in front of my TV for and most of them really just seemed like excuses to try to bloat the game into a slightly longer experience.

My other major problem with the game is the hit detection. Often I would smash these massive, sprawling towers at their base, and when they came crashing down onto other parts of the castle, as I stood by proudly, like a mighty lumberjack after felling a redwood, much of the still standing castle wouldn’t see nary a brick crack after being pummeled by the concrete I brought raining down upon it. This proved frustrating as I longed to see towers and castle walls topple like dominos. And this is when the towers actually decided to fall. There were several instances where it looked like a single brick was holding towers up that should have fallen, again adding to my frustration as I fell just short of the computer generated high score due to the game blatantly ignoring several laws of science.

When all was said and done though, I reminded myself that at $10 (800 MSP) Wreckateer is the cheapest of the Summer of Arcade titles and even if it became dull or frustrating after a while, there was indeed some fun had, at least early on, and I could see this easily winning over a pre-teen audience.. And should it’s arcade-like game play, high score targets, and online leaderboards be your cup of tea, then this might prove worthwhile to a larger audience. The rest of us know however that it’s probably just a lot simpler to download Angry Birds for an even cheaper price tag and we won’t need to move around as much either.

SUMMARY: Entertaining at first, the repetitive grind of 60 cookie-cutter levels wears on you quickly in this Angry Birds clone.

  • THE GOOD: Simple controls that respond relatively well to the Kinect
  • THE BAD: Dull, repetitive game play becomes boring after short amount of time
  • THE UGLY: Having to listen to Scottish narrators for 60 levels

SCORE: 5.0

Wreckateer is a XBLA exclusive (Kinect required).

An Unwanted Return to Albion

Although Fable has always been a franchise that stayed true to some very traditional RPG tenets, it’s unique story, creatures, customization, and choices has made it beloved by gamers everywhere. So, when Fable Heroes was announced as a side-scrolling beat ‘em up based on the popular action/adventure RPG series, I admit my curiosity was piqued. But, unfortunately, like many games that stray too far from the formula that works for them, like a toddler teetering away from its protective mother’s grasp with those first exploratory and cautious steps, Fable Heroes falls flat on its face. In fact, it’s so far from Fable that you wonder if this wasn’t some other game that simply had an Albion shade of paint thrown on it in the hopes of capitalizing on the strength of Lionhead’s premiere product.

Fable Heroes allows you to choose from several puppets designed after the series’ most beloved characters like Hammer, Maze, Garth, Reaver, or the Hero him/herself. You then side-scroll through familiar haunts in the Fable universe like Bowerstone or Mistpeak and take on familiar foes like Balverines, Trolls, and Hobbes, as you look to collect gold for a game within a game. You see, Fable Heroes is almost set-up like a Mario Party board where you collect gold in each level, do a handful of simple mini-games or boss fights, and roll dice for the opportunity to upgrade your characters, which then allows you to collect more gold. The end only comes after conquering each area of Albion and players are then awarded first through fourth place, as the game offers both local and online 4-player co-op, depending on much gold they collected in each level.

This additional twist to the side-scrolling beat ‘em up action does offer at least a small reward at the end of day, but it all just feels disjointed and definitely not something that long time Fable fans should respond to. The limited amount of action is dull and repetitive and with even less options for combat than traditional Fable games, I don’t see how anyone could play this for long stretches of time. The art style for the game is a definite plus though as recognizing iconic Fable locations and enemies in the child-oriented, but very vibrant and original, puppet style of the game is cute and the music stays true to the series.

At the end of the day, this isn’t even a passable side-scrolling beat ‘em up though. The ESRB rating may be E10+ (everyone 10 and older), but 10 seems to be the age limit instead for the game as this is definitely geared towards younger gamers. And they probably won’t enjoy it either because with no story told in this game (it relies on you having played the previous Fable titles) it just seems like a bunch of random set pieces mashed together with a fancy paint job. No matter if you are a fan of the franchise or not, I highly recommend that you steer clear of Fable Heroes.

SUMMARY:  Beyond the creative art style’s unique take on Fable III’s Albion and seeing everyone’s favorite characters return in puppet form, the downright boring and uninspired game play keeps this from being worth anyone’s time.

  • THE GOOD: Vibrant, unique art style
  • THE BAD: Uninspired game play
  • THE UGLY: Still dressing up like a Hobbe

SCORE: 3.0

Fable Heroes is an XBLA (Xbox 360) exclusive.

Heeeeeeerrrreee’s Alan!

The original Alan Wake wowed audiences with a twisted and unique story that saw an unlikely protagonist rise to the unreal situation he found himself in. And when last we saw Alan, he had sacrificed himself to the Dark Dimension in order to save his beloved wife Alice, taking her place as its hostage.

Flash-forward now two years later. Alan has basically had to scrape together an existence, fighting for his life on a near daily basis in the Dark Dimension, his love for his wife the only thing that keeps him going as he continues to look for a way out. The Dark Dimension satiates itself by feasting on Alan’s creative writing talents, but in the process of being touched by this ethereal power, Alan has acquired some unique abilities all his own, including using his writing to help change the reality of the given situations he finds himself in to better suit his needs. And in this new adventure, where the Dark Dimension has inserted Alan into one of his early writing experiences, a script for the cult-TV show “Night Springs”, Alan must take on his dark side given physical form in the nefarious Mr. Scratch, who taunts Alan by being able to cross between dimensions freely where the barriers are at the weakest, like Cauldron Lake or in this case, the Arizona desert, and threaten everything that Alan has ever loved.

A major goal in developing this game for the guys at Remedy was to try to make American Nightmare accessible to both new and old audiences to the franchise. And I think that by trying to play both sides of the fence, they may have missed their mark a little on each side. Easier to find manuscript pages help fill in the back story to newcomers, while some also flesh out this newest adventure for the series loyalists, but unless you actually experience the first game, a small narrative piece, that many people may not even find all the parts for, doesn’t do the first game’s tremendously original story and adventure justice and newcomers may feel like they’re missing out on something.

Meanwhile, the game does have a lot more of a “pick-up and play” feel to it as the action comes hot and heavy from right after the opening cut scene. This is all well and good as newcomers and veterans alike will enjoy the smooth controls, still awesome “light washing away the dark” dynamic, and the satisfying feeling that comes from dispelling the huge variety of new Taken like the Giant or the Grenadier. The problem that hardcore fans will find though is that after the survival horror aspects of the first game had you hording your strongest light producing materials for more diffcult moments in the game and scrounging for ammo, batteries, and flares, the abundance of self-replenishing ammo boxes in American Nightmare will ruin any chance of building suspense as you never actually feel in danger anymore. Flares, flashbangs, and some new and more powerful weapons not in the first game at all make themselves very readily available right from the get-go (SMG for the win). The challenge that I loved from the first game is completely gone.

Even with these flaws though, there are enough aspects that fans on both sides of the fence will also tremendously enjoy that makes the game a worthwhile purchase considering its 1200 MSP ($15) price tag. Again, the action is very well done and the controls are still tight and responsive enough that each kill or nimble dodge of an axe swipe by Alan feels very satisfying. The new Arcade challenge mode, complete with 10 maps, adds to some of the replay-ability found in the collectible hunting of the main story as you try to work your way up the leaderboard and earn the high score as you refine your Taken bashing skills.

Another brilliant aspect of the game is the TV sets scattered about Night Springs, Arizona. The dynamic of a live-action Mr. Scratch, using the TVs that established “Night Springs” in the first game, to taunt Alan in that classic villain fashion, is almost comical as Scratch is that rare charismatic bad guy who a part of you deep down roots for. There is one where he talks about his “tools of the trade” that was absolutely spectacular. And the use of licensed music in proper moments, especially as a backdrop to these “episodes” is definitely another strong point for the game.  And at the end of the day, it is all part of what is really a very solid story, especially if you look at this as a day in the life of Alan now since he has become trapped in the Dark Dimension.

Although it doesn’t do much in terms of forwarding the overall plot of the franchise and how Alan will hopefully one day escape or destroy the Dark Dimension and its denizens, it gives us a peek into what Alan must endure to hopefully set himself up for the end game and makes us care about the characters even more so than before and gives the series a weird sense of realism considering how far out there it is concept-wise. But one thing that American Nightmare does do in terms of forwarding the franchise’s story is it helps give us the sense that the Dark Dimension is not just some primal entity, but it is conscious of what it does in many ways and is truly alive, giving us a sense of some epic struggle worthy of a Greek mythos as Alan must endure trials and tribulations thrown in his path by some dark and unyielding god before he can finally return home.

There are also some minor nuances I believe that will also be universally panned by both sides of the fence with this game. The voice acting and dialogue outside of the “Night Springs” narrator or the Mr. Scratch TV episodes is bad. Like Japanese-import bad. And there are moments where Alan is surrounded by light, but still has to take on Taken. There is one scene where you are surrounded by a burning oilrig. Last I checked, fire gave off a good amount of light. And there was a lot of fire, and a lot of Taken. Small little gaps in the continuity of the universe like that had me scratching my head some.

All in all though, I think that as a stand alone adventure and a spot check on seeing how Alan was doing, this game did a good job of giving us an idea of the struggles the character is going through and hopefully will serve as the launching point for a bigger and even better story down the road.

SUMMARY: In trying to please everyone, American Nightmare takes a small step back from what made the original Alan Wake an original and enthralling experience, but is still well worth the price of admission for old and new fans alike.

  • THE GOOD: Fluid action and smooth controls
  • THE BAD: Dumbed down, broader appeal approach will turn off hardcore fans
  • THE UGLY: Dialogue worthy of a Japanese import

SCORE: 8.5

Alan Wake’s American Nightmare is an XBLA (Xbox 360) exclusive.

THE BUZZ: Amid a swirl of internet rumors, and shortly after Sony insinuated they would not reveal new hardware this year themselves, Microsoft has said that nothing new will be seen from them in 2012 either.

EGM’S TAKE: In an interview with French website Lepoint.Fr, Cedrick Delmax, the Microsoft France Marketing Director, said (assumedly in French before being translated) that Microsoft is not looking to reveal new hardware this year.

“Xbox 360′s cycle is not at all finished. The proof is that we don’t see the logic in cutting the price this year. E3 is still premature. What’s certain is that there’ll be nothing new in 2012,” said Delmax specifically in his statement.

Saying that E3 is premature likely means that indeed a mid-June reveal as originally rumored is just that: a rumor. And that surely takes a 2012 hardware release off the shelf. But even if the new hardware wasn’t slated until 2013, the lack of a reveal must be disheartening for fans that were salivating at the thought of seeing something this year. Plus, it wouldn’t be out of character for Microsoft to promise big things in a distant future as they did the same thing with the Kinect by showing it off a couple years before its release. Thus, a 2012 E3 reveal did make sense to a lot of folks.

So, now with Sony saying they would be the last to announce something (to see all of what Sony said on the possibility of their new console, check out Matthew Bennett’s article here), the question now becomes is this a sick game of console chicken? Are both Microsoft and Sony just going to stand back to see who flinches first? Or is it more to see if Nintendo can pull themselves up by their bootstraps after disheartening sales over the past year, especially for the Wii, and if the Wii-U stumbles out of the gate, then announce something to go in for the kill? Or if the Wii-U works well, then steal some of Nintendo’s ideas and incorporate them into their own next-gen system for maybe a 2014 release? I think possibly a little from column A and a little column B in that case, but only time will tell in the end. Not to mention, this could all just be a red herring to try to keep our expectations low as sometimes Microsoft just can’t help themselves when they get a chance to steal the show at E3.

What do you folks think? Disappointed by the news? Is it a red herring? Do you think Nintendo’s plans are influencing either Sony or Microsoft? Let us know your thoughts with comments below!

THE BUZZ: The popular iOS game Quarrel that was ported to XBLA last week has revealed a curious feature in the Xbox Live Arcade that no one was privy to before.

EGM’S TAKE: The feature in question is a word filter for all Xbox Live games that really comes into play with Quarrel as the entire game revolves around using words to conquer territories a la Risk.

I personally had taken note of this phenomenon in my review of the game, which you can see here, when I was wondering why the word “SATURN” had been denied me, especially since I had the family filter off and was able to use some more crude words later on in the game dealing with human anatomy (if the family filter is on, those words are removed as well). I had chalked it up possibly to human error somehow or that maybe just being a proper noun was enough to get it tossed, but I really didn’t see a problem with the sixth planet from the sun being used.

But it seems that I wasn’t alone as gamers have been complaining on the game’s forums since its release that words like “dice”, “start”, “help”, and “train” are among the many other common, harmless words strangely omitted from the game’s vocabulary. In an official statement, Gary Penn who works for Quarrel developer Denki mentioned “Microsoft has an additional filter in place for all Xbox Live games, which we have to support.”

This statement alludes to many reports we’ve heard over recent months of some of the ridiculous hoops developers sometimes have to jump through to get their game onto the Xbox Live Arcade, but a word filter like this for a word game seems particularly ludicrous. Maybe someone at Microsoft can “help” me understand this better, but they have yet to make a statement regarding the matter so until then fellow Quarrel fans, just take note when attempting “word domination”.